u/Leonature26

Image 1 — How do pros create massive scale environments in unreal?
Image 2 — How do pros create massive scale environments in unreal?
Image 3 — How do pros create massive scale environments in unreal?
Image 4 — How do pros create massive scale environments in unreal?

How do pros create massive scale environments in unreal?

I'm looking to build playable environments like these for a game jam but I'm kinda stumped. I know I can just brute force it and scale the static meshes and put them very far and add fog. But I'm wondering how pros actually do it, from planning, blockout, efficient methods to finishing post processes. I tried looking into google and yt tutorials but they're mostly landscape based. I want to have a void below the buildings like in ghostrunner 2. Can I ask any experts(like u/LayaDesign) in environment for some tips?

u/Leonature26 — 1 day ago

San ako pde maghanap ng mga small/mid filipino streamers to review my small horror game?

Kakatapos ko lang gumawa ng first game ko at gusto ko lang may maka-appreciate ng effort ko. Maraming tropa ko nagsabi susubukan at irereview daw nila kaso madalas talkshit haha. Gusto ko rin sana mapanuod kung pano lalaruin ng iba for feedback, para may reference ako sa future projects ko.

u/Leonature26 — 5 days ago

I just finished my first game and learned more in a few days than watching tutorials for weeks.

Game link
This whole month I've been digging at Game Animation Sample Project 5.7. Learning how they set up Mover blueprint and how motion matching works. One day I felt like my progress was slow so I decided to try a game jam that has an interesting theme to me. Forcing myself with a theme and constraint felt like I was a cramming college student again. I realized some stuff to consider with the pipeline from concept to shipping.
-Blueprint communication was a headache(casting, interface, public variable). I understand it a bit better but I'm still confused on what to plug on that casting node input and making interfaces on my own. Level blueprint made things easier with right click and reference is there.
-AI assistants was super useful. I'm using epic's AI when asking about specific order of code and gemini trained on UE5 when asking about general concepts with wider context. (UE's AI has a memory of a goldfish)
-How do I place stuff easier in unreal?? In blender I can put stuff exactly where I want it in 1 second but in unreal I gotta do 2-5 steps so I can put a coin on the chair. (Steps: Coin is far, snap coin to camera. Move X & Y axis manually then press End to drop it in Z axis)
-Be mindful of asset references. I'm using GASP for this project and realized itch io has a 1gb limit and mine was 1.3gb. Did all the settings to optimize it but what really helped was looking at size map and deleting Echo and Twinblast in my BP_Mover.

u/Leonature26 — 12 days ago

Just finished my first small psx style horror game for a game jam.

I cheated a bit with my assets. I didn't have time to manually edit them to look accurately psx cuz learning unreal was a headache. I instead used post processing (pixelize and dithering) and limiting texture size to 256x256. If you can try it let me know what you think!

u/Leonature26 — 12 days ago

I want to have a stable hand while running so the flashlight keeps pointing at my cam's forward vector. Any experts in tech animation here?

I'm currently using a look at node for my hand, I also tried two bone IK for hours trying all sorts of settings with the help of UE AI assistant but it still can't get stable. Anyone knows the proper technique for this? Kinda like how third person shooters have a stable aim even when moving.

u/Leonature26 — 13 days ago

Was wondering where in the bp_CharacterMover is causing this. I’ve looked into the traversal logic and I’m still a bit newb so even with epic’s comments it might take me days to inspect the nodes one by one. What I’m trying to accomplish is something like dead by daylight’s vaults where the character will only vault when it is physically possible and will not teleport(like old dbd).

(P.S. Last time I posted people were telling me to drop the clipping issue cuz "gamers don't care". The point of my question is to learn and fix an issue and not whether is it worth fixing.)

u/Leonature26 — 25 days ago

When bending the joints the volume will be lost. I've already spent a few days on meticulously weight painting this but it wasn't enough. My character is already at 1.3k tris and I already added loops on problematic joints. Makes me wonder how devs from the old days fixed this issue. Did they just detach the joints?

u/Leonature26 — 26 days ago